Weapon |
Cost |
Ammo Cost |
Damage |
Properties |
Percussion Pistol |
50 DB |
1 DB (15) |
1d8 Piercing |
Range(120/350) |
Revolver Pistol |
150 DB |
4 DB (20) |
1d10 Piercing |
Range(120/350), Misfire 1 |
Marksman's Rifle |
300 DB |
5 DB (20) |
1d12 Piercing |
Range(180/600), Two-Handed, Loading, Misfire 2 |
Pocket Pistol |
75 DB |
2 DB (20) |
1d6 Piercing |
Range(30/120), Light, Loading, Misfire 1, Concealable |
Spreadshot |
300 DB |
5 DB (5) |
2d8 Piercing |
Range(10/20), Two-Handed, Loading, Misfire 2 |
##### Firearm Properties
* Loading: Weapons with this property can only be fired once per turn. If you have multiple attacks, you can forgo one of your attacks to reload the weapon and get another shot on your current turn.
* Misfire: When you make an attack roll with a weapon with this property, if you roll equal or lower than the Misfire Score, the weapon misfires and cannot be used until it is fixed. To fix, you must have Tinker's Tools in your inventory and must roll a DC 10 + the misfire score tool check. On a success, the weapon is fixed; on a fail, the weapon can no longer be used in combat and must be mended outside of combat.
* Concealable: Weapons with this property are easier to conceal from other people's eyes. You gain Advantage on Sleight of Hand checks to conceal this weapon in your person, on someone else's person, or in a container.
# Appendix B: Pistolero Trick Shots
* Menacing Shot: You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one Guile Point while making a Charisma (Intimidation) check to gain advantage on the roll.
* Blinding Shot: When you make a firearm attack against a creature, you can expend one Guile Point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
* Expert Shot: When you make a firearm attack against a creature, you can expend one Guile Point to gain advantage on the attack roll.
* Disarming Shot: When you make a firearm attack against a creature, you can expend one Guile Point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
* Thunderous Shot: When you make a firearm attack against a creature, you can expend one Guile Point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.
* Exposing Shot: When you make a firearm attack against a creature, you can expend one Guile Point to lower the creatures AC by 2 until the end of your next turn, if the target has natural armor, the reduction persists until it rests. You cannot stack this effect.
* Overpressured Shot: When you make a firearm attack against a creature, you can expend one or more Guile Points to enhance the volatility of the attack. For each Guile Point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per Guile Point spent when determining the damage.
* Crippling Shot: When you make a firearm attack against a creature, you can expend one Guile Point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
#
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# Appendix C: Hidden Devices
#### Hidden Devices Table
| Device Name | Effect | Saving Throw |
|:---:|:-------:|:-----:|
| Fire Bottle | The target takes Fire damage equal to half your Sneak Attack damage | Dexterity
| Poison Needle | The target is poisoned until the end of your next turn | Constitution
| Bola Trap | The target falls prone | Strength
| Smoke Bomb | Everything within a 5-foot radius of the target becomes heavily obscured for one round | Dexterity
| Hemostatic | The target cannot regain Hit Points until the end of your next turn | Constitution
#### Hidden Devices Table (Continued)
| Device Name | Effect | Saving Throw |
|:---:|:-------:|:-----:|
| Tar Bomb | At the end of your turn, the Tar Bomb erupts, dealing 2d6 Force damage to every creature within 10 feet of the target | Dexterity
| Razor Wire | If the target willingly moves before the start of your next turn, it takes Slashing damage equal to your Sneak Attack damage | Strength
| Flare | The target sheds bright light out to 20 feet away, and cannot benefit from hiding or invisibility for one turn | Dexterity
# Appendix D: Magic Gambler Table
d20 |
Effect |
d20 |
Effect |
1 |
Your spell backfires and hits you directly |
6 |
Your spell is now a Careful Spell |
2 |
Nothing happens...you lose all sorcery points and DB gambled |
7 |
You or an ally within 30ft are healed 1d8 + the spells level |
3 |
Your spell is now one spell slot weaker (minimum to its level) |
8 |
You gain Doubloons equal to twice the spells level |
4 |
Your spell heals the target(s) for 1d8 times the spells level |
9 |
Your spell does not consume your action |
5 |
You deal the minimum amount of damage possible |
10 |
Your spell does not consume a spell slot |
d20 |
Effect |
d20 |
Effect |
11 |
Your spell consumes two spell slots |
16 |
Your spell is now a Twinned Spell |
12 |
You miss your spell attack automatically |
17 |
Your spell is one spell slot higher (max of 9th level) |
13 |
Your target(s) succeed in their saving throws against your spell |
18 |
Your spell is now an Heightened Spell |
14 |
You lose a Sorcery Point |
19 |
You regain Sorcery Points equal to twice the spells level |
15 |
Your target(s) are resistant to your spell damage |
20 |
You critically hit or your target(s) fail the required saving throw |
#